Daily reminder that you're delusionalDaily reminder that the Resident Evil 4 remake was better than the original.
They took out all the cringe, removed the worst sequences in the game, vastly improved the gameplay fluidity, added tons of quality of life improvements, and redesigned the main character to look like a relatable action guy instead of an anime tranny. Flawless* victory.Daily reminder that you're delusionalDaily reminder that the Resident Evil 4 remake was better than the original.
I really don't see what's so great about the level design in the Souls games, to the point where some of you seem to soyface over it.NoIs it that weird that I enjoy the combat/interactivity of these games rather than the level design?
After all it's the aspect that most people nowadays consider being the best thing about these games
It's just that it's objectively not the best thing about them
Such as?Dark Souls 2 ... has a lot of ghetto design
lolBosses were very well designed
Some bosses are nice, but most are just rollslop r1 spam galore
SoulsborneWhat makes you think that?Sure it would hurt DD2 sales - though perhaps not by much, as I don't see much overlap between audiences
>originated in the heyday of the 7th gen
>established a specific and lauded reputation from the get go
>steadily increased it's popularity and success through regular game releases over the past decade
>each game tries to cater to the expectations of their growing audience
>aesthetics and tone are a mishmash of various fantasy ips beloved by the game's director
>unconventional storytelling and vague worldbuilding
>world map is essentially a collection of "dungeons" and level design is built primarly for combat encounters
>greater emphasis on equipment over character building (stats, skills, etc.)
>simplistic, yet adequate, combat mechanics and enemy design
DD
>released at the tail end of the 7th gen
>said hardware could barely run the game
>the game itself was half finished at best
>disregarded by most as Capcom's poor Skyrim clone
>aside from ports and a japan only mmo that was shitcanned after 3 years, it got no other releases to establish the IP outside it's cult following
>2 years ago almost everyone thought the IP was dead and buried
>both the original game and the sequel are essentially the game's director dream DnD game, not trying to cater to fan expectations much but rather trying to fullfill a very specific vision
>aesthetics and tone are straight out of classic DnD, minor inspirations from other fantasy ips
>traditional storytelling and worldbuilding
>world map and level design like classic jRPG's and Zelda, built to echo a sense of adventure
>greater emphasis on character building (stats, skills, etc.) over equipment
>intricate and multilayered combat mechanics and enemy design
Really the only similarities between the two is that they're both open-world, jARPG's
Sure there's players from both audiences that might play both game
But the differences in game experience are too great for these two audiences to "mix" that easily
I really don't see what's so great about the level design in the Souls games, to the point where some of you seem to soyface over it.
Honestly I don't care for level deisgn in most games (I hate platformers) but probably Gothic 1 impresses me the most.I really don't see what's so great about the level design in the Souls games, to the point where some of you seem to soyface over it.
What games do you consider to have great level design?
Miyazaki is a visionare, his next inovation is that when you step foot in the sleep swamp in the game a highly trained Fromsoftware strike team will come to your house and sleep dart you in real life.Nah, sleep swamp. Stand in there too long and you fall asleep, which lets the otherwise non-threatening enemies catch up to you. It's even more annoying that a one-hit kill swamp.I'm hoping the expansion comes with a death blight swamp.
Nah, Memehackzaki himself will do that ash of war we've seen in the trailer kicking you out of your chair while screaming "Forefathers one and all, bear witness!".a highly trained Fromsoftware strike team will come to your house and sleep dart you in real life.
Still disappointed Liurnia didn't have an enormous poison swamp in its middle.Be thankful that most of Liurnia wasn't a swamp. They probably had to lock Myazaki in the janitor's closet and undo all the poison effects and movement speed reductions he had added to the flooded middle.
Typical Miyazaki
https://www.gameinformer.com/2022/0...-love-of-creating-poison-swamps-in-elden-ring
Hidetaka Miyazaki Rediscovered His Love Of Creating Poison Swamps In Elden Ring
by DANIEL TACK on Jan 28, 2022 at 02:30 PM
If you’ve played one of the From Software action/RPG titles from Souls to Bloodborne, chances are you’re used to coming face to face with an area where the environment itself can feel like a major boss encounter. These oppressive poisonous swamp areas really got their stride in the Valley of Defilement all the way back in Demon’s Souls, but have continued to plague players to various degrees through the notorious Blighttown to other poisonous pits, caves, and muck. Speaking with Elden Ring game director Hidetaka Miyazaki, he relays that in this game, he rekindled his love for creating these horrific environments.
“In terms of how the player feels when they encounter this area that is a different story,” says Miyazaki. “But when making the game I rediscovered my love for making poison swamps. I know how people feel about them, but you know, suddenly I realize I'm in the middle of making one and I just can't help myself. It just happens.”
And happen it will in Elden Ring, where players will once again battle challenging environments alongside titanic bosses. In the past, players have had to deal with poison and toxic, with toxic being a more virulent and deadly version of the standard poison that often just ticks down at the player until they die. However, Elden Ring is bigger all over, and there may be even worse status effects to deal with here as part of the poison swamp package.
“In terms of Elden Ring’s story and setting there is something that is especially horrible that exists and persists in this world,” says Miyazaki. “I'll go ahead and say the name so it's something that you can look forward to, it's called the Scarlet Rot this is something that is separate a little bit from poison or toxicity but I hope you look forward to it.”
In fact, Elden Ring introduces a new affliction for players to contend with known as the Scarlet Rot. It’s unknown if players can actually get the Scarlet Rot, but in my playtime with the game it was referenced several times, meaning there’s probably an entire poison swamp zone to splish splash around in. Putting several of the pieces together from the extensive demo session also makes one think that perhaps this Scarlet Rot is the reason so many of our characters are wearing masks and facial adornments, to hide the ravages of this potential disease.
We’ll have to see when the game lands on February 25, but I’ll tell you this – the more Miyazaki enjoys making a poison swamp area, the more we probably have to worry about making our way through it. Hopefully, Torrent will see us through but don’t count on our mounted companion to be of any help for any interior areas tinged by the Scarlet Rot.
Poison swamps are a time honoured tradition. I still remember trudging through U4 and discovering swamp and then wtfing when everyone started eating poison.Still disappointed Liurnia didn't have an enormous poison swamp in its middle.Be thankful that most of Liurnia wasn't a swamp. They probably had to lock Myazaki in the janitor's closet and undo all the poison effects and movement speed reductions he had added to the flooded middle.
Typical Miyazaki
https://www.gameinformer.com/2022/0...-love-of-creating-poison-swamps-in-elden-ring
Hidetaka Miyazaki Rediscovered His Love Of Creating Poison Swamps In Elden Ring
by DANIEL TACK on Jan 28, 2022 at 02:30 PM
If you’ve played one of the From Software action/RPG titles from Souls to Bloodborne, chances are you’re used to coming face to face with an area where the environment itself can feel like a major boss encounter. These oppressive poisonous swamp areas really got their stride in the Valley of Defilement all the way back in Demon’s Souls, but have continued to plague players to various degrees through the notorious Blighttown to other poisonous pits, caves, and muck. Speaking with Elden Ring game director Hidetaka Miyazaki, he relays that in this game, he rekindled his love for creating these horrific environments.
“In terms of how the player feels when they encounter this area that is a different story,” says Miyazaki. “But when making the game I rediscovered my love for making poison swamps. I know how people feel about them, but you know, suddenly I realize I'm in the middle of making one and I just can't help myself. It just happens.”
And happen it will in Elden Ring, where players will once again battle challenging environments alongside titanic bosses. In the past, players have had to deal with poison and toxic, with toxic being a more virulent and deadly version of the standard poison that often just ticks down at the player until they die. However, Elden Ring is bigger all over, and there may be even worse status effects to deal with here as part of the poison swamp package.
“In terms of Elden Ring’s story and setting there is something that is especially horrible that exists and persists in this world,” says Miyazaki. “I'll go ahead and say the name so it's something that you can look forward to, it's called the Scarlet Rot this is something that is separate a little bit from poison or toxicity but I hope you look forward to it.”
In fact, Elden Ring introduces a new affliction for players to contend with known as the Scarlet Rot. It’s unknown if players can actually get the Scarlet Rot, but in my playtime with the game it was referenced several times, meaning there’s probably an entire poison swamp zone to splish splash around in. Putting several of the pieces together from the extensive demo session also makes one think that perhaps this Scarlet Rot is the reason so many of our characters are wearing masks and facial adornments, to hide the ravages of this potential disease.
We’ll have to see when the game lands on February 25, but I’ll tell you this – the more Miyazaki enjoys making a poison swamp area, the more we probably have to worry about making our way through it. Hopefully, Torrent will see us through but don’t count on our mounted companion to be of any help for any interior areas tinged by the Scarlet Rot.
No, the Lake of Rot wasn't enough. There was only a single overworld boss in there and very easy enemies.The lake of rot wasn't enough?
Honestly I don't care for level deisgn in most gamesI really don't see what's so great about the level design in the Souls games, to the point where some of you seem to soyface over it.
What games do you consider to have great level design?
I'm genuinely surprised when people bring up level design as some sort of plus point for Souls games, when it doesn't do anything for me.Honestly I don't care for level deisgn in most gamesI really don't see what's so great about the level design in the Souls games, to the point where some of you seem to soyface over it.
What games do you consider to have great level design?
Why are you even commenting on it then.
Level design is one of the most crucial aspects of games for me. It matters because it is a concrete way to interact and engage with the enviorment. Linear games are a chore for me and feel like theme park rides. The enviorments don't feel real or engaging, you are on a rail looking at pretty pictures that don't have any actual substance to them and it's basically just visual fluff.
The dumbing down of level design is one of the things that ruined the FPS genre completely as far i'm concerned, and i'm not just talking about popamole shit like Call of Duty or any nu-shooter. Even games like Serius Sam and its bygones i couldn't play for the longest time and when i did i still din't like them much. Meanwhile i've been playing Doom wads and Quake maps for 20 years and i still don't get tired of it.
In Elden Ring, i also breathed a sigh of relief whenever i stepped into a legacy dungeon and i groaned whenever i went back to the open world areas. Aimless roaming was never my thing.
The only thing cringe here is your postThey took out all the cringe,
Thanks for confirming you have shit tasteremoved the worst sequences in the game,
Just because Leon is more agile, doesn't mean the gameplay design is bettervastly improved the gameplay fluidity,
Do tell exately what QoL improvements the original version needs (that aren't covered by the RE HD Project)?added tons of quality of life improvements,
No way, fagand redesigned the main character to look like a relatable action guy
I way prefer linear games with set pieces.
Sorry to hear, I'm usually not into open world sloppa.
I way prefer linear games with set pieces.
That really does not compute to me.
Sorry to hear, I'm usually not into open world sloppa.
I way prefer linear games with set pieces.
That really does not compute to me.
Open world is type of a level design, correct?Sorry to hear, I'm usually not into open world sloppa.
I way prefer linear games with set pieces.
That really does not compute to me.
But we aren't talking about open world. You said level design.
Open world is type of a level design, correct?Sorry to hear, I'm usually not into open world sloppa.
I way prefer linear games with set pieces.
That really does not compute to me.
But we aren't talking about open world. You said level design.
He always had itLeon already had the Backstreet Boys haircut in 2004, though